<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>three.js - depth material</title>
		<meta charset="utf-8">
		<style type="text/css">
			body {
				font-family: Monospace;
				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script type="text/javascript" src="../build/Three.js"></script>

		<script type="text/javascript" src="../src/extras/primitives/Cube.js"></script>
		<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>

		<script type="text/javascript" src="js/Stats.js"></script>

		<script type="text/javascript">

			var container, stats;

			var camera, scene, renderer;

			var cube, plane;

			var targetRotation = 0;
			var targetRotationOnMouseDown = 0;

			var mouseX = 0;
			var mouseXOnMouseDown = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var moveForward = false,
			moveBackwards = false,
			moveUp = false,
			moveDown = false,
			moveLeft = false,
			moveRight = false,

			yawLeft = false,
			yawRight = false,
			pitchUp = false,
			pitchDown = false,
			rollLeft = false,
			rollRight = false;

			var debugContext;

			init();
			setInterval( loop, 1000 / 60 );
			// loop();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.x = 1000;
				camera.position.y = 1000;
				camera.position.z = 1000;
				// camera.target.position.y = 150;

				scene = new THREE.Scene();

				// Plane

				var material = new THREE.MeshDepthMaterial();

				plane = new THREE.Mesh( new Plane( 1000, 1000, 10, 10 ), material );
				plane.rotation.x = - 90 * ( Math.PI / 180 );
				plane.position.y = - 100;
				plane.doubleSided = true;
				scene.addObject( plane );

				// Spheres

				geometry = new Cube( 100, 100, 100 );
				//material = new THREE.MeshLambertMaterial( { color: 0xffffff } );
				material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );

				for (var i = 0; i < 20; i ++ ) {

					cube = new THREE.Mesh( geometry, material );
					cube.overdraw = true;

					cube.position.x = ( i % 5 ) * 200 - 400;
					cube.position.z = Math.floor( i / 5 ) * 200 - 350;

					/*
					cube.position.x = Math.random() * 1000 - 500;
					cube.position.y = Math.random() * 1000 - 500;
					cube.position.z = Math.random() * 1000 - 500;
					*/

					cube.rotation.x = Math.random() * 200 - 100;
					cube.rotation.y = Math.random() * 200 - 100;
					cube.rotation.z = Math.random() * 200 - 100;

					/*
					cube.scale.x = cube.scale.y = cube.scale.z = Math.random() + 0.5;
					*/

					scene.addObject(cube);

				}

				// Lights

				var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
				scene.addLight( ambientLight );

				var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
				directionalLight.position.x = Math.random() - 0.5;
				directionalLight.position.y = Math.random() - 0.5;
				directionalLight.position.z = Math.random() - 0.5;
				directionalLight.position.normalize();
				scene.addLight( directionalLight );

				var pointLight = new THREE.PointLight( 0xff0000, 1 );
				scene.addLight( pointLight );

				renderer = new THREE.CanvasRenderer();
				// renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				var debugCanvas = document.createElement( 'canvas' );
				debugCanvas.width = 512;
				debugCanvas.height = 512;
				debugCanvas.style.position = 'absolute';
				debugCanvas.style.top = '0px';
				debugCanvas.style.left = '0px';

				container.appendChild( debugCanvas );

				debugContext = debugCanvas.getContext( '2d' );
				debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
				debugContext.strokeStyle = '#808080';

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild(stats.domElement);

				document.addEventListener( 'keydown', onDocumentKeyDown, false );
				document.addEventListener( 'keyup', onDocumentKeyUp, false );
			}

			function onDocumentKeyDown( event ) {

				switch( event.keyCode ) {

					case 38: moveForward = true; break; // up
					case 40: moveBackwards = true; break; // down
					case 37: moveLeft = true; break; // left
					case 39: moveRight = true; break; // right
					case 65: yawLeft = true; break; // a
					case 68: yawRight = true; break; // d
					case 87: moveUp/*pitchUp*/ = true; break; // w
					case 83: moveDown/*pitchDown*/ = true; break; // s
					case 90: rollLeft = true; break; // z
					case 67: rollRight = true; break; // c

				}

			}

			function onDocumentKeyUp( event ) {

				switch( event.keyCode ) {

					case 38: moveForward = false; break; // up
					case 40: moveBackwards = false; break; // down
					case 37: moveLeft = false; break; // left
					case 39: moveRight = false; break; // right
					case 65: yawLeft = false; break; // a
					case 68: yawRight = false; break; // d
					case 87: moveUp/*pitchUp*/ = false; break; // w
					case 83: moveDown/*pitchDown*/ = false; break; // s
					case 90: rollLeft = false; break; // z
					case 67: rollRight = false; break; // c

				}

			}

			//

			function loop() {

				if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
				if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );

				if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
				if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );

				if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
				if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );

				if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
				if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );

				if ( yawLeft ) camera.target.position.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
				if ( yawRight ) camera.target.position.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );

				if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
				if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );

				debugContext.clearRect( -256, -256, 512, 512 );

				debugContext.beginPath();

				// center
				debugContext.moveTo( -10, 0 );
				debugContext.lineTo( 10, 0 );
				debugContext.moveTo( 0, -10 );
				debugContext.lineTo( 0, 10 );

				// camera

				debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
				debugContext.lineTo( camera.target.position.x * 0.1, camera.target.position.z * 0.1 );
				debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
				debugContext.rect( camera.target.position.x * 0.1 - 5, camera.target.position.z * 0.1 - 5, 10, 10 );
				debugContext.rect( - 50, - 50, 100, 100 );

				for ( var i = 1; i < scene.objects.length; i++ ) {

					var object = scene.objects[i];

					object.rotation.x += 0.01;
					object.rotation.y += 0.005;
					object.position.y = Math.sin( object.rotation.x ) * 200 + 200;

					debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );

				}

				debugContext.closePath();
				debugContext.stroke();

				renderer.render(scene, camera);

				stats.update();
			}

		</script>

	</body>
</html>
